Lantern of Last Echoes

Lantern of Last Echoes

Lantern of Last Echoes

ITEM 2
UncommonGeneralOccult
Price 30 gp
Usage held in 1 hand; Bulk L

An ornate brass-framed lantern holds cloudy teal glass and a pale, smokeless flame. A skull-shaped face decorates its cage. Old investigators of the river trade used such lanterns to reconstruct disasters and disappearances.

While the shutter is open, the lantern's flame sheds bright light in a 20-foot radius and dim light for the next 20 feet. The flame stays with the lantern, requires no fuel or oxygen, and gives off no heat. An Interact action opens or closes the shutter, revealing or concealing that flame.

Final Glimmer

ACTIVATION

Activate ◆◆ (concentrate, manipulate)

Frequency three times per day
Requirements You are within 10 feet of identifiable physical remains of a creature that died within the past 7 days.

Effect The lantern projects a silent image of one sensory fragment from the creature's final moments, chosen by the GM. The image lasts up to 6 seconds and provides at least one concrete, truthful clue. Eligible remains always yield a clue; no check is required.

The image cannot communicate, answer questions, disclose thoughts, or reproduce legible writing. It can show an attacker's outline or visible features but does not supply a name or confirm an identity. The lantern draws a lingering echo from the remains; it neither summons nor speaks to the dead.

Oddity Identification

FEAT 1

PF2e skill feat

GeneralSkill
Prerequisites trained in Occultism

Item benefit While the lantern's shutter is open, you gain Oddity Identification and can use its benefits as the feat normally allows. They do not stack with the same feat if you already have it.

When you notice a magical effect or witness a spell being cast, you can recognize whether its magic influences minds (mental), alters luck (fortune or misfortune), or reveals information (detection, prediction, revelation, or scrying). The GM can include similar effects.

When you Identify Magic or Recall Knowledge about one of these effects, you can use Occultism without a penalty for using that skill and gain a +2 circumstance bonus to the check.

Light ◆◆

CANTRIP 1

PF2e remastered light cantrip

Item activation ◆◆ (concentrate, manipulate); Frequency at will; Requirements holding the lantern. The lantern casts the spell without requiring you to be a spellcaster. Its own flame remains unaffected.
CantripConcentrateLightManipulate
Traditions Arcane, Divine, Occult, Primal
Cast ◆◆
Range 120 feet
Duration until your next daily preparations

You create a separate floating orb in a color you choose. It produces bright light for 20 feet and dim light for another 20 feet. You can place it in the space of a willing creature to attach it, so it follows the creature's movement.

You can Sustain the spell to move the orb up to 60 feet, attaching or detaching it from a creature during this movement. You can Dismiss the orb. If you cast a fifth light spell while four remain active, you must end one of those four.

Heightened (4th) The orb sheds bright light for 60 feet and dim light for another 60 feet.

The lantern casts this spell at rank 1; the heightened entry is included for reference only.

Special No investment or spellcasting is required. These activations have no effect on thralls and do not modify necromancer class abilities. Final Glimmer's uses belong to the item and do not refresh when it changes hands.

Custom homebrew permanent item.

Read-only syndicated snapshot · Syndicated Oct 28, 2026, 6:09 PM.

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